package net.minecraft.client.model;

import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityIronGolem;

public class ModelIronGolem extends ModelBase {
	/** The head model for the iron golem. */
	public ModelRenderer ironGolemHead;

	/** The body model for the iron golem. */
	public ModelRenderer ironGolemBody;

	/** The right arm model for the iron golem. */
	public ModelRenderer ironGolemRightArm;

	/** The left arm model for the iron golem. */
	public ModelRenderer ironGolemLeftArm;

	/** The left leg model for the Iron Golem. */
	public ModelRenderer ironGolemLeftLeg;

	/** The right leg model for the Iron Golem. */
	public ModelRenderer ironGolemRightLeg;

	public ModelIronGolem() {
		this(0.0F);
	}

	public ModelIronGolem(float p_i1161_1_) {
		this(p_i1161_1_, -7.0F);
	}

	public ModelIronGolem(float p_i46362_1_, float p_i46362_2_) {
		int i = 128;
		int j = 128;
		this.ironGolemHead = (new ModelRenderer(this)).setTextureSize(i, j);
		this.ironGolemHead.setRotationPoint(0.0F, 0.0F + p_i46362_2_, -2.0F);
		this.ironGolemHead.setTextureOffset(0, 0).addBox(-4.0F, -12.0F, -5.5F, 8, 10, 8, p_i46362_1_);
		this.ironGolemHead.setTextureOffset(24, 0).addBox(-1.0F, -5.0F, -7.5F, 2, 4, 2, p_i46362_1_);
		this.ironGolemBody = (new ModelRenderer(this)).setTextureSize(i, j);
		this.ironGolemBody.setRotationPoint(0.0F, 0.0F + p_i46362_2_, 0.0F);
		this.ironGolemBody.setTextureOffset(0, 40).addBox(-9.0F, -2.0F, -6.0F, 18, 12, 11, p_i46362_1_);
		this.ironGolemBody.setTextureOffset(0, 70).addBox(-4.5F, 10.0F, -3.0F, 9, 5, 6, p_i46362_1_ + 0.5F);
		this.ironGolemRightArm = (new ModelRenderer(this)).setTextureSize(i, j);
		this.ironGolemRightArm.setRotationPoint(0.0F, -7.0F, 0.0F);
		this.ironGolemRightArm.setTextureOffset(60, 21).addBox(-13.0F, -2.5F, -3.0F, 4, 30, 6, p_i46362_1_);
		this.ironGolemLeftArm = (new ModelRenderer(this)).setTextureSize(i, j);
		this.ironGolemLeftArm.setRotationPoint(0.0F, -7.0F, 0.0F);
		this.ironGolemLeftArm.setTextureOffset(60, 58).addBox(9.0F, -2.5F, -3.0F, 4, 30, 6, p_i46362_1_);
		this.ironGolemLeftLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(i, j);
		this.ironGolemLeftLeg.setRotationPoint(-4.0F, 18.0F + p_i46362_2_, 0.0F);
		this.ironGolemLeftLeg.setTextureOffset(37, 0).addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, p_i46362_1_);
		this.ironGolemRightLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(i, j);
		this.ironGolemRightLeg.mirror = true;
		this.ironGolemRightLeg.setTextureOffset(60, 0).setRotationPoint(5.0F, 18.0F + p_i46362_2_, 0.0F);
		this.ironGolemRightLeg.addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, p_i46362_1_);
	}

	/**
	 * Sets the models various rotation angles then renders the model.
	 */
	public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_,
			float p_78088_6_, float scale) {
		this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
		this.ironGolemHead.render(scale);
		this.ironGolemBody.render(scale);
		this.ironGolemLeftLeg.render(scale);
		this.ironGolemRightLeg.render(scale);
		this.ironGolemRightArm.render(scale);
		this.ironGolemLeftArm.render(scale);
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		this.ironGolemHead.rotateAngleY = p_78087_4_ / (180F / (float) Math.PI);
		this.ironGolemHead.rotateAngleX = p_78087_5_ / (180F / (float) Math.PI);
		this.ironGolemLeftLeg.rotateAngleX = -1.5F * this.func_78172_a(p_78087_1_, 13.0F) * p_78087_2_;
		this.ironGolemRightLeg.rotateAngleX = 1.5F * this.func_78172_a(p_78087_1_, 13.0F) * p_78087_2_;
		this.ironGolemLeftLeg.rotateAngleY = 0.0F;
		this.ironGolemRightLeg.rotateAngleY = 0.0F;
	}

	/**
	 * Used for easily adding entity-dependent animations. The second and third
	 * float params here are the same second and third as in the setRotationAngles
	 * method.
	 */
	public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_,
			float partialTickTime) {
		EntityIronGolem entityirongolem = (EntityIronGolem) entitylivingbaseIn;
		int i = entityirongolem.getAttackTimer();

		if (i > 0) {
			this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float) i - partialTickTime, 10.0F);
			this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float) i - partialTickTime, 10.0F);
		} else {
			int j = entityirongolem.getHoldRoseTick();

			if (j > 0) {
				this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float) j, 70.0F);
				this.ironGolemLeftArm.rotateAngleX = 0.0F;
			} else {
				this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(p_78086_2_, 13.0F))
						* p_78086_3_;
				this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(p_78086_2_, 13.0F)) * p_78086_3_;
			}
		}
	}

	private float func_78172_a(float p_78172_1_, float p_78172_2_) {
		return (Math.abs(p_78172_1_ % p_78172_2_ - p_78172_2_ * 0.5F) - p_78172_2_ * 0.25F) / (p_78172_2_ * 0.25F);
	}
}
